Chaco wrote:
Welcome back; we're happy to see you again.
Really? I thought you guys would've had enough of that smug, smiley-overdosed foolhardiness. Ah well, I was 12 then.
I'll take a look at this right now.
EDIT: Okay, I reached the end of the current version. Very nice work! The hold has a good sense of progression and I think there's a lot of potential in the next zones. I might write up something more specific about the actual resources in each room, but that will come later (if I decide to).
This is totally not what I was expecting. And to think a few years of inactivity would turn one's holds from "
eh, they're alright I guess"
to "
hey this is actually pretty good"
.
I mostly just build to fill any gaps and issues I found when playtesting (after making an initial draft, of course). Originally, the second brain room's side path was 6 greckle gates, you didn't have enough health to fight the tarantulas (960 HP was necessary to fight them on my playthrough - it used to be 256, but that was way too easy), and you ended with a solid 10(!) yellow keys. By adding the health room with all the yellow doors and replacing half the greckle gates with yellow doors, I solved all of those problems at the same time. There also used to be a hot tile in the first area leading to the medium health and yellow key, but since that was basically the only choice you got, I figured I should just take the hot tile out and give the player a yellow key and 60 health to decide for himself what to do. I think it works better, anyway.
How many people are getting the first green key through the greckle gates? That's how I do it.
By the way, in case anyone cares, the main reason I'm using the "
glowy areas make pickups stronger"
idea is so I can more finely control the rewards for killing something. Same reason I (and everyone else) make heavy use of custom monsters. All to keep your HP low, right?
One thing I should mention right away though, is that the script in 1S5W only lets you into the house once, and then never again (probably because the script reached the end of its lines, and then didn't reset, as by DROD RPG default, scripts don't reset on room re-entry). You should fix it using some kind of loop or other reset, so that you can enter and re-enter the house as many times as you want, instead of sealing it off after you leave.
Of course I forgot to fix that one. derp
Out of curiosity - I slathered loads of attack and defense gems on the player in the first level as a way to get him in fighting condition quickly (starting at 0 ATK/DEF kinda requires that). Am I right in assuming I'll need to tone that down drastically in later levels (and possibly use an altar-like device)?
Edit: I just remembered - it makes almost no difference whether you go for the grey man as soon as possible, or wait until his damage drops to around 560. Although shield-bashing lesser devils and dirt babies to death is pretty fun.
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[Last edited by Ijon Tichy at 08-02-2012 08:04 AM]